I chose to go with Google VR, and I think I’ve followed all the steps correctly but I still don’t get it to pan correctly.

I started out by making an event in a new project, removing the “3D Panner” on the Master track and added a “GVR Source”. I then went into the Mixing window and added a “GVR Listener” to the Master Bus.

After that I extracted the FMOD Package into Unity, set the project path correctly and clicked “Add plugin” and wrote: “gvraudio”.

I put a “Studio Listener” on my “CameraRig” (which contain the three different cameras used with HTC Vive) and an “Event Emitter” on an object in the scene.

The sound file plays perfectly fine and when I throw around the object the sound pans correctly.

HOWEVER, if the object is standing still and I look around with the VR-headset, the sound does not pan at all.

Example: If I put an object to the right side of the “CameraRig” the sound plays in the right headphone correctly. However, if I turn 180 degrees with the headset the sound should pan to my left headphone since the object is now to my left, but it does NOT. It still stays in my right headphone.